92 lines
2.6 KiB
TypeScript
92 lines
2.6 KiB
TypeScript
/*
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* SPDX-FileCopyrightText: syuilo and misskey-project
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* SPDX-License-Identifier: AGPL-3.0-only
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*/
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import { defineImageEffectorFx } from '../ImageEffector.js';
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const shader = `#version 300 es
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precision highp float;
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in vec2 in_uv;
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uniform sampler2D u_texture;
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uniform vec2 u_resolution;
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out vec4 out_color;
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uniform float u_amount;
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uniform float u_start;
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uniform bool u_normalize;
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void main() {
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int samples = 64;
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float r_strength = 1.0;
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float g_strength = 1.5;
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float b_strength = 2.0;
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vec2 size = vec2(u_resolution.x, u_resolution.y);
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vec4 accumulator = vec4(0.0);
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float normalisedValue = length((in_uv - 0.5) * 2.0);
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float strength = clamp((normalisedValue - u_start) * (1.0 / (1.0 - u_start)), 0.0, 1.0);
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//vec2 vector = normalize((in_uv - (size / 2.0)) / size);
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//vec2 vector = in_uv;
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vec2 vector = (u_normalize ? normalize(in_uv - vec2(0.5)) : in_uv - vec2(0.5));
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vec2 velocity = vector * strength * u_amount;
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//vec2 rOffset = -vector * strength * (u_amount * 1.0);
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//vec2 gOffset = -vector * strength * (u_amount * 1.5);
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//vec2 bOffset = -vector * strength * (u_amount * 2.0);
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//vec2 rOffset = -vector * strength * (u_amount * 0.5);
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//vec2 gOffset = -vector * strength * (u_amount * 1.0);
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//vec2 bOffset = -vector * strength * (u_amount * 2.0);
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vec2 rOffset = -vector * strength * (u_amount * r_strength);
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vec2 gOffset = -vector * strength * (u_amount * g_strength);
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vec2 bOffset = -vector * strength * (u_amount * b_strength);
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for (int i=0; i < samples; i++) {
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accumulator.r += texture(u_texture, in_uv + rOffset).r;
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rOffset -= velocity / float(samples);
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accumulator.g += texture(u_texture, in_uv + gOffset).g;
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gOffset -= velocity / float(samples);
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accumulator.b += texture(u_texture, in_uv + bOffset).b;
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bOffset -= velocity / float(samples);
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}
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out_color = vec4(vec3(accumulator / float(samples)), 1.0);
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}
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`;
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export const FX_chromaticAberration = defineImageEffectorFx({
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id: 'chromaticAberration' as const,
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shader,
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params: {
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normalize: {
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type: 'boolean' as const,
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default: false,
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},
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amount: {
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type: 'number' as const,
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default: 0.1,
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min: 0.0,
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max: 1.0,
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step: 0.01,
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},
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},
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main: ({ gl, program, params, preTexture }) => {
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, preTexture);
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const u_texture = gl.getUniformLocation(program, 'u_texture');
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gl.uniform1i(u_texture, 0);
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const u_amount = gl.getUniformLocation(program, 'u_amount');
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gl.uniform1f(u_amount, params.amount);
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const u_normalize = gl.getUniformLocation(program, 'u_normalize');
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gl.uniform1i(u_normalize, params.normalize ? 1 : 0);
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},
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});
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